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AMANDA HAYDON 
OPEN ACCESS 
THROUGH GAMING 
PLAT FORM USE
OPEN 
ACCESS 
THE PROGRESSION 
• Aaron Swartz 
• Don Tapscott 
• “ F O U R P R I N C I P L E S F O R T H E 
O P E N W O R L D ” 
• Hybrid Pedagogy 
• “ C O N F E S S I O N S O F A 
S U B V E R S I V E S T U D E N T ” B Y L E I F 
NELSON 
• Jane McGonigal 
• R.F. Mackay 
• “ P L A Y I N G T O L E A R N ” 
(STANFORD ART ICLE) 
• James Gee 
• WHAT VIDEO GAMES HAVE TO 
TEACH US ABOUT LEARNING 
AND L I TERACY
Questions 
• HOW DOES OPEN ACCESS RELATE TO MMO GAMING PLAT FORMS? 
• CAN THESE PLAT FORMS BE USED IN EDUCAT ION? 
• HOW DOES THIS RELATE TO CONNECTED COURSES?
POPCORNMOVIE 
UNDERSTANDING THE 
F IELD
WHAT DID WE 
SEE? 
• Final Fantasy XIV: A Realm Reborn 
• An entire server collaborating towards a common goal 
• Communal chat via the General Chat (instant information) 
• Digital Trust 
• World Of Warcraft 
• Vocal Communication 
• Seeing the whole field of play 
• Giving/Asking for help 
• Understanding strengths and weaknesses 
• Protatomonster 
• Online support for learners 
• Positive affirmation to the community 
• Mass Effect 
• Taking ownership over major decisions and identity 
• “Amplification of input is highly motivating for learning” (Gee, 
60).
THE RADIX 
ENDEAVO 
R 
• Entering into the 
community of 
practice 
• Discovering 
other MMO 
gaming 
platforms
CHAL LENGES AND MOVING 
FORWARD 
• Building a “kinder curation” 
• Many of these communities can be toxic to novice 
level players (how do we change this?) 
• Recording self as part of affinity group 
• Showing expressions (ethos, pathos, and logos) 
• Final Presentation Ideas 
• Webinar with gaming colleagues (how gaming 
could have shaped their educational experience) 
• Short film (collections of testimonials, research, 
etc.) 
• Gaming session: having everyone jump in and 
experience the thing 
• HELP!
A GROWING COMMUNI TY

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Engl692 open access

  • 1. AMANDA HAYDON OPEN ACCESS THROUGH GAMING PLAT FORM USE
  • 2. OPEN ACCESS THE PROGRESSION • Aaron Swartz • Don Tapscott • “ F O U R P R I N C I P L E S F O R T H E O P E N W O R L D ” • Hybrid Pedagogy • “ C O N F E S S I O N S O F A S U B V E R S I V E S T U D E N T ” B Y L E I F NELSON • Jane McGonigal • R.F. Mackay • “ P L A Y I N G T O L E A R N ” (STANFORD ART ICLE) • James Gee • WHAT VIDEO GAMES HAVE TO TEACH US ABOUT LEARNING AND L I TERACY
  • 3. Questions • HOW DOES OPEN ACCESS RELATE TO MMO GAMING PLAT FORMS? • CAN THESE PLAT FORMS BE USED IN EDUCAT ION? • HOW DOES THIS RELATE TO CONNECTED COURSES?
  • 5. WHAT DID WE SEE? • Final Fantasy XIV: A Realm Reborn • An entire server collaborating towards a common goal • Communal chat via the General Chat (instant information) • Digital Trust • World Of Warcraft • Vocal Communication • Seeing the whole field of play • Giving/Asking for help • Understanding strengths and weaknesses • Protatomonster • Online support for learners • Positive affirmation to the community • Mass Effect • Taking ownership over major decisions and identity • “Amplification of input is highly motivating for learning” (Gee, 60).
  • 6. THE RADIX ENDEAVO R • Entering into the community of practice • Discovering other MMO gaming platforms
  • 7. CHAL LENGES AND MOVING FORWARD • Building a “kinder curation” • Many of these communities can be toxic to novice level players (how do we change this?) • Recording self as part of affinity group • Showing expressions (ethos, pathos, and logos) • Final Presentation Ideas • Webinar with gaming colleagues (how gaming could have shaped their educational experience) • Short film (collections of testimonials, research, etc.) • Gaming session: having everyone jump in and experience the thing • HELP!